The PlayStation 4 features two graphics APIs, a low level API named GNM and a high level API named GNMX. Most people start with the GNMX API which wraps around GNM and manages the more esoteric GPU details in a way that's a lot more familiar if users are used to platforms like Direct3D 11. The developers of The Crew put a lot of work into the move to the lower-level GNM, and in the process the tech team found out just how much work DirectX does in the background in terms of memory allocation and resource management.[7] Another key area of the game is its programmable pixel shaders.[7] Sony's own PlayStation Shader Language (PSSL) was introduced on the PlayStation 4.[8] It has been suggested[by whom?] that the PlayStation Shader Language is very similar indeed to the HLSL standard in DirectX 11, with just subtle differences that were eliminated for the most part through preprocessor macros.[7]